Sketching User Experiences: Getting the Design Right and the Right Design: Getting the Design Right and the Right Design

Buxton, Bill

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Table of contents
  • Cover
  • Contents6
  • Preface9
  • Acknowledgements19
  • Author's Note21
  • Part I: Design as Dreamcatcher23
  • Chapter 1. Design for the Wild27
  • Chapter 2. Case Study: Apple, Design, and Business41
  • Chapter 3. The Bossy Rule63
  • Chapter 4. A Snapshot of Today69
  • Chapter 5. The Role of Design73
  • Chapter 6. A Sketch of the Process77
  • Chapter 7. The Cycle of Innovation85
  • Chapter 8. The Question of "Design"95
  • Chapter 9. The Anatomy of Sketching105
  • Chapter 10. Clarity is Not Always the Path to Enlightenment115
  • Chapter 11. The Larger Family of Renderings121
  • Chapter 12. Experience Design vs Interface Design127
  • Chapter 13. Sketching Interaction135
  • Chapter 14. Sketches Are Not Prototypes139
  • Chapter 15. Where Is the User in All of This?143
  • Chapter 16. You Make That Sound Like a Negative Thing145
  • Chapter 17. If Someone Made a Sketch in the Forest and Nobody Saw it153
  • Chapter 18. The Object of Sharing167
  • Chapter 19. Annotation: Sketching on Sketches175
  • Chapter 20. Design Thinking and Ecology201
  • Chapter 21. The Second Worst Thing That Can Happen207
  • Chapter 22. A River Runs through It223
  • Part II: Stories of Methods and Madness227
  • Chapter 23. From Thinking on to Acting On229
  • Chapter 24. The Wonderful Wizard of Oz239
  • Chapter 25. Chameleon: From Wizardry to Smoke-and-Mirrors245
  • Chapter 26. Le Bricolage: Cobbling Things Together253
  • Chapter 27. It Was a Dark and Stormy Night261
  • Chapter 28. Visual Story Telling277
  • Chapter 29. Simple Animation299
  • Chapter 30. Shoot the Mime309
  • Chapter 31. Sketch-a-Move321
  • Chapter 32. Extending Interaction: Real and Illusion331
  • Chapter 33. The Bifocal Display337
  • Chapter 34. Video Envisionment349
  • Chapter 35. Interacting with Paper371
  • Chapter 36. Are You Talking to Me?393
  • Chapter 37. Recapitulation and Coda401
  • Chapter 38. Some Final Thoughts407
  • References and Biblography421
  • Index436
Book details
  • Vendor Elsevier S & T
  • SKU 9780123740373R120
  • ISBN-13 9780080552903
  • Author Buxton, Bill
  • Category Technology & Engineering
  • Subject Product

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Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood-by both designers and the people with whom they need to work- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.

Grounded in both practice and scientific research, Bill Buxton’s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.



  • Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams
  • Thorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandon
  • Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others
  • Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods